Spatzimaus
First Post
Saeviomagy said:
I have thought about one other reason why flaming weapons might be good - take a look at the rules for swarms. A good many are immune to weapon damage, although elemental damage on a weapon applies normally.
Ooh, hadn't thought about them. Although, from the way the rules look I'd still just let the wizard blast the swarm with a Fireball instead of trying to 1d6-it to death. But yes, that's an advantage of the elemental ones.
Another advantage is that you can set stuff on fire with a Flaming weapon. Stick some marshmallows and hot dogs on the end of the sword, say the command word, and you've got yourself the makings of a nice camping dinner. Can't do that with an Enhancement bonus.
Each of the others has a similar effect. Use a Frost weapon to keep your beer cold (your "sheath" could just be a large flask... dang, now I want a Dagger of Frost for my character). If you don't like beer, you can still make popsicles this way. Stick your frost weapon in the refrigerator to keep it cold. There's also the Spiked Gauntlets of Frost. Activate them and whatever beer you're holding gets nicely chilled, with the cup insulating it from freezing.
For Shock weapons? Get a Shuriken of Shock, and palm it. Shake hands with someone. Instant joy buzzer! Hey, it explicitly says YOU don't take damage from it, after all. Of course, if the other person is a 1HD Commoner they'll probably die from it, but humor is never safe. For the more serious people, I have to wonder: how many Shock weapons going at once does it take to provide enough power for an Industrial Revolution?